float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;
diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));
float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;
diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));